CN104915542B - A kind of method of network game video recording and playback based on data synchronization - Google Patents

A kind of method of network game video recording and playback based on data synchronization Download PDF

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Publication number
CN104915542B
CN104915542B CN201510231507.2A CN201510231507A CN104915542B CN 104915542 B CN104915542 B CN 104915542B CN 201510231507 A CN201510231507 A CN 201510231507A CN 104915542 B CN104915542 B CN 104915542B
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game
information
playback
event
scene
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CN104915542A (en
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张明
胡翌
高勇
吴越
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Guangzhou Xishanju Network Technology Co ltd
Zhuhai Kingsoft Digital Network Technology Co Ltd
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Western Hills Residence Guangzhou Shi You Network Technology Co Ltd
Zhuhai Kingsoft Online Game Technology Co Ltd
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Abstract

The invention discloses a kind of network game video recordings and the method for playback based on data synchronization, by intercepting and replicating the synchronization packets in game process, then play back out with game client.Storage shared by network packet is minimum, the very advantageous compared with general video recording mode.And it is lossless that game client, which resets network packet and simulation process, without the quality of worry about image.

Description

A kind of method of network game video recording and playback based on data synchronization
Technical field
It records a video the present invention relates to a kind of with the method for playback more particularly to a kind of network game video recording based on data synchronization with returning The method put belongs to computer game field.
Background technology
Online game is recorded a video, and is that process that player is interacted in the scene and effect are saved in persistent storage(Such as Disk)On.The playback of online game is that Video data is reloaded, and reappears the interaction and effect of player.
Note that term " scene " mentioned herein refers to a running example of a map.One typical scene bag The interaction between geographical environment, scenario objects, scenario objects or between scenario objects and environment is contained.
The video recording of online game is player's discs and the important means mutually exchanged with playback.Come for policy class game It says, plays back game process, introspect gaming decision, be the important way for promoting player level.Game developer also is intended to play Family can excite their interest and attention rate to the game by playing back the mutual cross streams of game process.
It is to record game process with record screen software that network game, which records a video and plays back most direct way, and is returned with video jukebox software It puts.The disadvantage of this way is that the memory space occupied is huge.And it is typically to sacrifice image to the optimization of memory space Quality is cost.Although the speed of playback can control, the content of playback has just determined when video record, It can not change.
The content of the invention
The defects of to overcome the above, the present invention propose a kind of side of network game video recording and playback based on data synchronization Method intercepts and replicates network game synchronization packets, and reads Video data, playback game process and effect with network game client software Fruit.
The game recording of the present invention and the method for playback are suitable for online game and single-play game, are particularly suitable for more people's connection Network game is played.In a kind of typical internet game, the operation of player performs the effect generated in server-side, can be synchronized in scene Other players.Other players could see the presence of the player in the scene, and interact.If these synchrodatas It stores, and again in client simulation, it is possible to reappear the interbehavior and effect of player.
The technical solution adopted by the present invention provides a kind of network game video recording based on data synchronization and the method for playback, the side Method includes the following steps:
A, the status information comprising game synchronization, event letter are obtained in the operational process of the games of network game server-side The synchronization packets of breath and temporal information;
B, the target object of the game selected according to user, will be corresponding with selected target object from synchronization packets The data storage of status information, event information and temporal information is Video data file;
C, Video data file is read by game client program, and according to the corresponding state letter of temporal information processing Breath and event information generate the state and event of scene of game, so as to selectively play back game process and scene of game Effect.
Preferably, wherein, the method for synchronization of synchronization packets includes:The state of all status informations of synchronization scenarios object It is synchronous;The thing that the status information corresponding to event in processing scenario objects carries out the event information in the case of being consistent Part is synchronous.
Further, wherein the step A is further included:The global state information of recording game in the packet, to swim The status information corresponding to random time point can be positioned during play playback from time information data.
Further, wherein the step B is further included:The additional attribute information of synchronization packets is stored, wherein, it is described additional Attribute information includes data packet sending time stamp and packet synchronisation objective attribute target attribute, and data packet sending time stamp is index According to bag delivery time compared with the relative time carved at the beginning of predetermined, the packet synchronisation objective attribute target attribute refers to meet pre- If game attributes constraint target object.Preferably, data packet sending time stamp is using the scene of game time.
Further, wherein the step B is further included:When generating data file, status information and event information are added Classification information.
Further, wherein the step C is further included:When scene of game plays back, dynamic retractility is by the temporal information group Into time shaft, so as to being realized back when the execution speed of state and/or event message is faster than the processing speed of the time shaft F.F. is put, playback slow-motion is realized when the execution speed of state and/or event message is slower than the processing speed of the time shaft.
Further, wherein the step C is further included:When playing back game, when game role leaves predetermined scene, make Role is restored to original state in this scenario.
Further, wherein the step C is further included:After playback, playback scenario and all scenario objects are deleted.
Further, the network game video recording and the method for playback based on data synchronization, further include:Processing game will be included The logically independent of data such as synchronous status information and event information is encapsulated as offline library file, not start client Program or it is not online when play video file.
Beneficial effects of the present invention are:The memory space that Video data occupies is minimum, the image that client is simulated when playing back Quality is not lost;Classification information is added in the data file of generation can also selectively screen content for game client It resets;Video data may customize, and by editing Video data, player can change the content of playback, and operation is very flexible;It returns Putting speed can dynamically change, and user can arbitrarily navigate to interested position, and user experience is good.
Description of the drawings
Fig. 1 show the step of method of network game video recording and playback based on data synchronization according to the present invention.
Specific embodiment
The game recording of the present invention and the method for playback are suitable for online game and single-play game.Specifically, in an allusion quotation The first person shooting structure of type(CS structures)More people's internet games in, the operation of player performs the effect generated in server-side Fruit, other players that can be synchronized in scene.Other players could see the presence of the player in the scene, and interact. If these synchrodatas are stored, and again in client simulation, it is possible to reappear the interbehavior and effect of player.
With reference to Fig. 1, a kind of method of network game video recording and playback based on data synchronization according to the present invention, including walking as follows Suddenly:A, obtained in the operational process of the games of network game server-side comprising the status information of game synchronization, event information and The synchronization packets of temporal information;B, according to user select game target object, from synchronization packets by with it is selected The data storage of the corresponding status information of target object, event information and temporal information is Video data file;C, game is passed through Client-side program reads Video data file, and according to the corresponding status information of temporal information processing and event information, generation The state and event of scene of game, so as to selectively play back game process and scene of game effect.
In the present embodiment, two kinds of methods of synchronization of state synchronized and event synchronization are divided into data packet.State synchronized refers to All status informations of synchronization scenarios object.Event can trigger the change of state.If state consistency, the mechanism one of response events It causes, then the state after response events is also consistent.This is the basis that event synchronization is set up.The benefit of synchronous event is can to save Network traffics, but must assure that the uniformity of status before processing event.
Global state information can be recorded in the packet, it is any one on time shaft quickly to be navigated in playback Point.Two ways is located in realization.One kind is scheduled store global state information, and nearest global shape is found forward in positioning Then state goes to anchor point backward.Also one kind is from the beginning, to perform event message always, until going to anchor point Until.Certainly, if anchor point is located at the future time instance of current play position, directly positioning can be fast-forward to from current location Point.
In the method for the present embodiment, the additional attribute of synchronization packets can also be stored.These additional attributes include number According to bag sending time stamp and packet synchronisation objective attribute target attribute.Data packet sending time stamp is data packet delivery time compared with game The relative time of outpost of the tax office start time.The time started when being played back using synchronization packets according to playback and the timestamp It is assured that the processing moment of data packet.The objective attribute target attribute of synchronization packets, refer to data packet be only synchronized to meet it is default The target object of the attribute constraints such as game troop/force relation, visibility.During game video-recording and playback, user can be according to these attributes Make a choice or play back entire scene or only a part for playback scenario.For example, user can select not see chat message or Fight playback of certain troop in multiplayer etc. is only watched in selection.
It, can be with dynamic retractility time shaft when scene plays back.This is primarily to realize F.F. and slow-motion.State and/or The execution speed of event message is faster than the processing speed of video time axis, then shows as F.F.;State and/or event message are held Scanning frequency degree is slower than the processing speed of video time axis, then shows as slow-motion.Pass through dynamic retractility scene playback duration axis, Ke Yida To the effect of F.F. and slow-motion.The time shaft of picture also should synchronization telescope.When playing at normal speed, in scene Special efficacy, animation etc. should all change broadcasting speed.The playtime that scenario objects use all should be on the basis of scene time. And foregoing data packet sending time stamp should also use scene time.
Preferably, when playing back game, when game role leaves predetermined scene, role is made to be restored in this scenario Original state.Specifically, watch under presence, when leave watch scene after, make role be restored to watch before residing shape State.If role is in the scene, the scenario objects in synchronous former scene are answered.As a kind of preferred implementation, watch when leaving After pattern, role will reduce in scene of its residing game and recover initial position or state.
Optionally, for the game of client camera lens binding leading role, into after the pattern of watching, camera lens should be adjusted to free module Formula is tied to a role at random.The method further includes, by the way that client scene individual packages are designed to one Library file, in order to when non-game server(That is off-line state), also can normal play video recording.
Below for the once video recording recording and playback process of a scene, description another implementation according to the present invention Example, implementation step are as follows.
1)Recording starts.After user's selection starts recording, it is necessary first to the global state of a scene is preserved, and the outpost of the tax office Labeled as recording state.Scene current time is recorded.Under recording state, the event and event time that occur in scene Stamp can all be recorded.
Here the event said has generally comprised establishment scenario objects, scenario objects movement, between scenario objects, scene pair As command informations such as the interactions between environment.These information are generally synchronized to client in a manner of data packet, are driving fields The command source of scape object interaction.It, can be with the interaction and effect of reconstruction of scenes object by re-executing these instructions.
Here the event information said further comprises and additional attribute information is recorded according to user demand, including scene pair As residing force etc., primarily to user is facilitated to screen interested information during playback.
In addition to recording event information, it is also necessary to periodically record the global state of scene.This is primarily due to thing Part is had to carry out in the context when event occurs originally.And in playback, in order to quickly position, it should find from present bit Nearest context global state is put, then performs subsequent event backward since anchor point.
2)Recording terminates.All data recorded in recording process are all conserved to be replayed.In addition should record Some are recorded in file and illustrates information.Preferably, can record:It is recorded on which scene, records the information such as duration.
3)Playback starts.User selects one from recorded file list, and oneself is interested, then according to recorded file Information creates one with recording the scene as scene.After scene creation can according to data packet timestamp progressively Data packet is handled, reproduces the interaction and effect of original scene Scene object.
The data of playback file both can progressively be synchronized to playback client from storage server in a manner of data flow, Can be first locally downloading, it is loaded from local file.When being downloaded from distal end, it is possible to stop because speed of download causes to play slowly excessively , it should prior pre-download some to locally buffered, to ensure smooth playing.
In playing process, user can screen the effect which data can perform or which data performs as needed It can be revealed.This is all because having recorded relevant information in data packet.User can also navigate to some forward or backward Position commences play out.At this moment only need first to delete all scenario objects, then global state snapshot is recovered, updates Local Fields Scape timestamp, then toward post processing data packet.Certain user can also select pause, play at a slow speed or quickly, it is only necessary to Local time stamp does stretching.
In playing process, user can select free camera mode or camera lens is tied to any scenario objects.
4)Playback terminates.After playback, playback scenario and all scenario objects are deleted.
The above is presently preferred embodiments of the present invention, the invention is not limited in the above embodiment, as long as It reaches the technique effect of the present invention with identical means, should all belong to the scope of protection of the present invention.In the protection model of the present invention Its technical solution and/or embodiment can have a variety of modifications and variations in enclosing.

Claims (8)

  1. A kind of 1. method of network game video recording and playback based on data synchronization, which is characterized in that described method includes following steps:
    A, obtained in the operational process of the games of network game server-side comprising the status information of game synchronization, event information and The synchronization packets of temporal information;
    B, the target object of the game selected according to user, by state corresponding with selected target object from synchronization packets The data storage of information, event information and temporal information is Video data file, stores the additional attribute information of synchronization packets, Wherein, the additional attribute information includes data packet sending time stamp and packet synchronisation objective attribute target attribute, data packet hair The relative time that timestamp is sent to be carved at the beginning of referring to data packet delivery time compared with making a reservation for, the packet synchronisation target Attribute refers to the target object for meeting default game attributes constraint;
    C, Video data file is read by game client program, and according to the temporal information corresponding status information of processing and Event information generates the state and event of scene of game, so as to selectively play back game process and scene of game effect.
  2. 2. according to the method described in claim 1, wherein, the method for synchronization of synchronization packets includes:
    The state synchronized of all status informations of synchronization scenarios object;
    The thing that the status information corresponding to event in processing scenario objects carries out the event information in the case of being consistent Part is synchronous.
  3. 3. according to the method described in claim 1, wherein described step A is further included:
    The global state information of recording game in the packet, to be appointed in game video-recording and playback according to temporal information to position The status information anticipated corresponding to time point.
  4. 4. according to the method described in claim 1, wherein, data packet sending time stamp is using the scene of game time.
  5. 5. according to the method described in claim 1, wherein described step B is further included:
    When generating data file, status information and the classification information of event information are added.
  6. 6. according to the method described in claim 1, wherein described step C is further included:
    When scene of game plays back, time shaft that dynamic retractility is made of the temporal information, so as to disappear when state and/or event The execution speed of breath realizes playback F.F. when being faster than the processing speed of the time shaft, when the execution of state and/or event message Speed realizes playback slow-motion when being slower than the processing speed of the time shaft.
  7. 7. according to the method described in claim 1, wherein described step C is further included:
    Play back play when, when game role leaves predetermined scene, role is made to be restored to original state in this scenario.
  8. 8. according to the method described in claim 1, wherein described step C is further included:
    After playback, playback scenario and all scenario objects are deleted.
CN201510231507.2A 2015-05-08 2015-05-08 A kind of method of network game video recording and playback based on data synchronization Active CN104915542B (en)

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